Whoops! I even resized these, but momentarily my memory lapsed, and i resized to 1024x rather than 800x..fixing now..
edit - and fixed, sorry again.
I don't mind, moments like these deserve 1024x screenshots
Whoops! I even resized these, but momentarily my memory lapsed, and i resized to 1024x rather than 800x..fixing now..
edit - and fixed, sorry again.
Gears of War level graphics + great animations + destructible environments = me very impressed:smile:
It looks great! I really like all the things that are going on and the detail they put in the characters.
The only thing is that the resolution of the textures seems terribly low but there post processing is quite nicely covering that up.
How much AA do you think the game runs with? It looks like a high amount IMHO.
Probably an issue with your PC. I know mine chokes for some reason on the 720p trailer in some places.
It looks great! I really like all the things that are going on and the detail they put in the characters.
The only thing is that the resolution of the textures seems terribly low but there post processing is quite nicely covering that up.
Eurogamer said:All of this is superbly underpinned by subtle lighting and Killzone 2's most distinctive visual design decision: the sparing use of reflection. Put into the context of an Unreal Engine 3 game - inevitable, obviously, thanks to the marvellous Gears of War - Killzone 2's textures initially appear to be of a lower resolution. But in a sense it's deceptive; they are enormously varied, and are more textile than Teflon sheen, absorbing more light than they reject. With the lighting reduced and variety cut away, it might just have been a PS2 game with an epic draw distance, but instead it's a bravely conscious alternative to the wall-to-wall glare of an Unreal Engine. In the stormy world of the Helghast there are still nifty self-shadows, changing light sources and colours, but light is sucked away rather than paraded.
Guy missing shadow